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		<title>three.js webgpu - motion blur</title>
		<meta charset="utf-8">
		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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		<div id="info">
			<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgpu - motion blur
		</div>

		<script type="importmap">
			{
				"imports": {
					"three": "../build/three.webgpu.js",
					"three/tsl": "../build/three.webgpu.js",
					"three/addons/": "./jsm/"
				}
			}
		</script>

		<script type="module">

			import * as THREE from 'three';
			import { pass, texture, motionBlur, uniform, output, mrt, mix, velocity, uv, screenUV } from 'three/tsl';

			import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';

			import { OrbitControls } from 'three/addons/controls/OrbitControls.js';

			import { GUI } from 'three/addons/libs/lil-gui.module.min.js';

			import Stats from 'three/addons/libs/stats.module.js';

			let camera, scene, renderer;
			let boxLeft, boxRight, model, mixer, clock;
			let postProcessing;
			let controls;
			let stats;

			const params = {
				speed: 1.0
			};

			init();

			function init() {

				camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.25, 30 );
				camera.position.set( 0, 1.5, 4.5 );

				scene = new THREE.Scene();
				scene.fog = new THREE.Fog( 0x0487e2, 7, 25 );

				const sunLight = new THREE.DirectionalLight( 0xFFE499, 5 );
				sunLight.castShadow = true;
				sunLight.shadow.camera.near = .1;
				sunLight.shadow.camera.far = 10;
				sunLight.shadow.camera.right = 2;
				sunLight.shadow.camera.left = - 2;
				sunLight.shadow.camera.top = 2;
				sunLight.shadow.camera.bottom = - 2;
				sunLight.shadow.mapSize.width = 2048;
				sunLight.shadow.mapSize.height = 2048;
				sunLight.shadow.bias = - 0.001;
				sunLight.position.set( 4, 4, 2 );

				const waterAmbientLight = new THREE.HemisphereLight( 0x333366, 0x74ccf4, 5 );
				const skyAmbientLight = new THREE.HemisphereLight( 0x74ccf4, 0, 1 );

				scene.add( sunLight );
				scene.add( skyAmbientLight );
				scene.add( waterAmbientLight );

				clock = new THREE.Clock();

				// animated model

				const loader = new GLTFLoader();
				loader.load( 'models/gltf/Xbot.glb', function ( gltf ) {

					model = gltf.scene;

					model.rotation.y = Math.PI / 2;

					model.traverse( function ( child ) {

						if ( child.isMesh ) {

							child.castShadow = true;
							child.receiveShadow = true;

						}

					} );

					mixer = new THREE.AnimationMixer( model );

					const action = mixer.clipAction( gltf.animations[ 3 ] );
					action.play();

					scene.add( model );

				} );

				// textures

				const textureLoader = new THREE.TextureLoader();

				const floorColor = textureLoader.load( 'textures/floors/FloorsCheckerboard_S_Diffuse.jpg' );
				floorColor.wrapS = THREE.RepeatWrapping;
				floorColor.wrapT = THREE.RepeatWrapping;
				floorColor.colorSpace = THREE.SRGBColorSpace;

				const floorNormal = textureLoader.load( 'textures/floors/FloorsCheckerboard_S_Normal.jpg' );
				floorNormal.wrapS = THREE.RepeatWrapping;
				floorNormal.wrapT = THREE.RepeatWrapping;

				// floor

				const floorUV = uv().mul( 5 );

				const floorMaterial = new THREE.MeshPhongNodeMaterial();
				floorMaterial.colorNode = texture( floorColor, floorUV );

				const floor = new THREE.Mesh( new THREE.BoxGeometry( 15, .001, 15 ), floorMaterial );
				floor.receiveShadow = true;

				floor.position.set( 0, 0, 0 );
				scene.add( floor );

				const walls = new THREE.Mesh( new THREE.BoxGeometry( 15, 15, 15 ), new THREE.MeshPhongNodeMaterial( { colorNode: floorMaterial.colorNode, side: THREE.BackSide } ) );
				scene.add( walls );

				const map = new THREE.TextureLoader().load( 'textures/uv_grid_opengl.jpg' );
				map.colorSpace = THREE.SRGBColorSpace;

				const geometry = new THREE.TorusGeometry( .8 );
				const material = new THREE.MeshBasicMaterial( { map } );

				boxRight = new THREE.Mesh( geometry, material );
				boxRight.position.set( 3.5, 1.5, - 4 );
				scene.add( boxRight );

				boxLeft = new THREE.Mesh( geometry, material );
				boxLeft.position.set( - 3.5, 1.5, - 4 );
				scene.add( boxLeft );

				// renderer

				renderer = new THREE.WebGPURenderer();
				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( window.innerWidth, window.innerHeight );
				renderer.setAnimationLoop( animate );
				document.body.appendChild( renderer.domElement );

				stats = new Stats();
				document.body.appendChild( stats.dom );

				controls = new OrbitControls( camera, renderer.domElement );
				controls.minDistance = 1;
				controls.maxDistance = 10;
				controls.maxPolarAngle = Math.PI / 2;
				controls.autoRotate = true;
				controls.autoRotateSpeed = 1;
				controls.target.set( 0, 1, 0 );
				controls.enableDamping = true;
				controls.dampingFactor = 0.05;
				controls.update();

				// post-processing

				const blurAmount = uniform( 1 );
				const showVelocity = uniform( 0 );

				const scenePass = pass( scene, camera );

				scenePass.setMRT( mrt( {
					output,
					velocity
				} ) );

				const beauty = scenePass.getTextureNode();
				const vel = scenePass.getTextureNode( 'velocity' ).mul( blurAmount );

				const mBlur = motionBlur( beauty, vel );

				const vignet = screenUV.distance( .5 ).remap( .6, 1 ).mul( 2 ).clamp().oneMinus();

				postProcessing = new THREE.PostProcessing( renderer );
				postProcessing.outputNode = mix( mBlur, vel, showVelocity ).mul( vignet );

				//

				const gui = new GUI();
				gui.title( 'Motion Blur Settings' );
				gui.add( controls, 'autoRotate' );
				gui.add( blurAmount, 'value', 0, 3 ).name( 'blur amount' );
				gui.add( params, 'speed', 0, 2 );
				gui.add( showVelocity, 'value', 0, 1 ).name( 'show velocity' );

				//

				window.addEventListener( 'resize', onWindowResize );

			}

			function onWindowResize() {

				camera.aspect = window.innerWidth / window.innerHeight;
				camera.updateProjectionMatrix();

				renderer.setSize( window.innerWidth, window.innerHeight );

			}

			function animate() {

				stats.update();

				controls.update();

				const delta = clock.getDelta();
				const speed = params.speed;

				boxRight.rotation.y += delta * 4 * speed;
				boxLeft.scale.setScalar( 1 + Math.sin( clock.elapsedTime * 10 * speed ) * .2 );

				if ( model ) {

					mixer.update( delta * speed );

				}

				postProcessing.render();

			}

		</script>
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